Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » Grenades (Mk2 Grenades, Mini Grenades) are useless?
Re: Grenades (Mk2 Grenades, Mini Grenades) are useless?[message #336146] Thu, 25 September 2014 18:54 Go to previous messageGo to previous message
Vincent J. Claymore is currently offline Vincent J. Claymore

 
Messages:285
Registered:February 2011
silversurfer
VinnieClaymore

Or do you rather think that this is a matter of simulation? Has the damage been artificially reduced to account for the fact that (also quite artificially) targets cannot jump for cover because of the turn-based system?

I guess this is the case. If the damage was too high you could wipe out a whole group with one grenade. This would lead to massive frustration.

True, that would be quite frustrating when happening to the player. At the same time, AI probably wouldn't exploit this as much as the playing, making it kind of an exploit.


silversurfer

VinnieClaymore

In that case: Would it make sense for some grenades to explode the next turn, and is this moddable? (obviously some grenades detonate on impact, but there are some with a timed fuse, right?)

No, that wouldn't make sense because it wouldn't change anything. If we detonate them at the start of the next turn we still couldn't take cover and if we do it on the end of the turn it is too easy to just run away.

Would it be possible to give auto-interruptions upon having a grenade tossed at you with the grenade exploding at the beginning of you next turn? So IF you have AP left you can run, if not - tough cookies!


silversurfer
VinnieClaymore

Also: Would it be possible to make explosives throwable? (like tnt, c4, even charges etc.)

As far as I know you can already arm explosives in inventory and throw them afterwards.

I see, I didn't know that. How do you arm them without placing them? Also, isn't range for throwing inventory objects much shorter than for throwing grenades? But I guess this is good enough for a fix.


I guess grenades are also affected by this whole weapon's range vs. movement range issue. If one tile represents 100m

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